I have repeatedly seen lvl1 Frank players combo:
L>M>H>S (launch) > air.M (> air.M) > air.H > air.Tools of Survival (H) for a hard ground bounce, so you can quickly relaunch with cr.M > Launcher for an air combo ending in Snapshot > ToS Hyper/Shopping Cart.
I can get the combo on and off, but nowhere near consistent enough. Can anybody help me out with the timing and the number of air.M and air.H I should/could use before canceling into ToS? Or maybe I’m just too slow with the ToS cancel?
I tend to whiff the ToS about 50% and the opponent drops out of the combo, which is extremly annoying …
It only works after the 1st launch and ToS.H has a much slower startup than ToS.L, that’s why I whiff it. A lot.
I’m looking for the timing and the number of air.M or air.H I can use before canceling into ToS.H?
I never understand why so many Franks use this combo to level up. Like others have said, knock them out of the air with S instead of ToS H then land> jump> wait a second>airToS H. From the ground bounce you can do c.m>c.h>S. This nets you an additional 3 hits to level up with over the combo you are trying. This works with lvl 1 and 2 and once you get to 3 or higher, you no longer have to jump for the relaunch because a grounded ToS H will give you enough of a bounce to combo. In my opinion, you should be practicing this combo over the one in question because it is not much harder and benefits you more.
In my experience, you have much more time to hit with the jumping ToS H if you use S over knee drop. With knee drop, you have to jump straight up for the ToS relaunch and the timing is much more strict depending on how much you delayed your air series. Sometimes you have to knee drop because of positioning and I find that botch the relaunch much more frequently when this happens